Progress Report #4
Added 2018-06-01 04:19:07 +0000 UTC
Hello!
You might've noticed that this progress report is nearly two weeks late, or we simply skipped one, depending on how you look at it. Simply put, May was a busy month for my family, and between now and the previous progress report, there was a graduation, a marriage, and a birth, two of which I was required to travel out of town to attend. Additionally, I also ran into a pretty big issue (now resolved) involving an unintended Unity update that horrendously broke my shaders and shadows even after downgrading and reverting to a pre-update backup. Sadly, all of this cut into development time significantly, but with a lack of scheduled interruptions until November, updates should resume their once-every-two-weeks schedule!
Gameplay:
- Enemies can now be grabbed
- Enemies can now respawn
- Objects can spawn in the foreground/background before moving to the path
- Game can now be paused!! woawh
- There is now some leeway with certain inputs, most notably jumping and attacking. For example, if you press the jump button a couple frames before touching the ground, Puro will still jump. This also fixed certain inputs randomly being dropped.
- Added basic control customization, mostly allowing the few buttons the game has to be swapped, and allowing players to swap Confirm/Cancel without changing which buttons are jump and attack.
- Objects that track other objects (such as the Snapper following you) no longer get confused on loops

Polish:
- Weapons now have nice trails when swung, for better readability
- Grabbing things now accompanied by a visual effect
- Pausing the game applies a lowpass filter to the audio and blurs the game

Back-End:
- Significant improvements to pathfinding, or rather, the ability for an object to track another while on the same path
- Completely overhauled how inputs are coded, to prepare for implementing different controller support and customizable controls!!
Fixes:
- Turns out unity doesn't like when you let Maya handle scale offsetting automatically. OOPS
- Spent about an ENTIRE WEEK fixing a bizarre problem involving a failed Unity update that broke the shadows in the game very badly. It's fixed now.
Currently testing:
- Menus
- Fully customizable controls!
- NPC DIALOGUE
In any event, I deeply apologize for the delay and any future changes I might have to make because of it, but as always, thank you so, so much for your support!
